War
Four Tamagotchis share a map. Place your armies, then attack your neighbours with a die for every army. Take every region to win.
Can be drawn when your Tamagotchi becomes an adult. Cannot start while sleeping or sick.
On screen
Buttons
| Button | Action |
|---|---|
| A | Move your hand to the previous region (round from the first to the last). At the table and on the players and whose-turn boards: go on. On the dice board: roll your next die. |
| B | Move your hand to the next region (round from the last to the first). At the table and on the boards: go on. |
| C | At the table and on the boards: go on. Placing: put an army on the region. Attacking: pick the region to attack from, then the region to attack (back on your own region: pick again). Hold while picking to end your turn. |
| D | Put your hand away to see the map (A, B or C brings it back). Pressed again: CANCEL? YES stops the game (no points). |
How to play
It opens at the table with the three others; A, B or C looks down onto the map on the table, where a board shows everyone's character and fill: you solid, the others checkered, striped and white (A, B or C goes on). Before every turn a board says whose turn it is (A, B or C goes on). Everyone starts with three regions, the armies on each shown by its number; who goes first is drawn at random. A turn starts with placing new armies, 1 for each region held, one at a time on your regions. Then attack as often as you like from a region with at least two armies into a neighbouring enemy region. A white board comes down over the map with both characters, and a die for every army on each side: the attacker rolls all of theirs, then the defender, and every die stays out. A skull counts 0. The higher total wins, a tie goes to the defender. Winning takes the region: all but one of your armies move in, less one for each skull you rolled attacking (at least one moves in). Losing leaves your region one army. A region holds at most 8. You roll your own dice with A, attacking or defending. Hold C while picking to end your turn. Take every region to win; lose them all and the game is over. Points for each of the others knocked out while you were still in, the most for winning.
Points
| Out | Points earned |
|---|---|
| Below 1 | None |
| 1 | 60 points |
| 2 | 140 points |
| 3 | 400 points |
Points are added when the game ends, before the pile of cash drops. See Points for what they buy.